Black Gold Cuirass

Rare Armor (Plate Armor), Requires Attunement

Limited Fire Protection. Each time you take Fire Damage, it is reduced by 5, to a minimum of 0. 

Armor of Flames. When you take any fire damage (even 0 fire damage) the coating of black gold on the armor’s surface erupts in flames until the start of your next turn. Any creature within 5 feet of you must make a DC 14 Dexterity saving throw, taking 1d10 fire damage on a failure. Any creatures ending their turn within 5 feet of you while this effect is active take 1d10 fire damage. 

  • If you are grappling or grappled by a creature, they take double the amount of fire damage from this feature. 
  • This effect cannot be triggered while it is already active.

Blood of the Rock (Recharge 5-6) As a reaction, when a creature hits you with a melee attack, a current of black viscous liquid emerges from the armor, as if it was bleeding, and covers the attacker’s body. In a moment, it begins to harden and the target must make a DC 14 Strength saving throw, becoming restrained on a failure. The target or another creature within reach can use their action to break the hardened liquid and remove the restrained condition.  

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